wined3d: Initialize output texcoord .w to 1.0 if needed.
authorStefan Dösinger <stefan@codeweavers.com>
Thu, 6 Dec 2007 21:10:11 +0000 (22:10 +0100)
committerAlexandre Julliard <julliard@winehq.org>
Fri, 7 Dec 2007 13:54:22 +0000 (14:54 +0100)
commit54fa7129816a4d20bbd3d0649be539707e68311a
tree00d2a6ea82904c2bcb27252352fbe6d13ffaf0cd
parent6cdbb96b270126212fd8e5d0e56cd88724e07d90
wined3d: Initialize output texcoord .w to 1.0 if needed.

The GL_ARB_vertex_program extension does not define a standard value for
output texture coordinates. This makes problems when using vertex
shaders with fixed function fragment processing because fffp divides the
texture coords by its .w component. This means that gl shaders have to
write to the .w component of texture coords. Direct3D shaders however
do not.
dlls/wined3d/baseshader.c
dlls/wined3d/directx.c
dlls/wined3d/glsl_shader.c
dlls/wined3d/vertexshader.c
dlls/wined3d/wined3d_private.h
include/wine/wined3d_gl.h